The SCB (Shield Cell Bank) Thread

And it seems to me that the FD only listen to the whiners again.
If that was the case, then the Diamondback Explorer would have received a buff in internals or maneuverability. Neither happened even though there was a lot of complaining over the Explorer's module sizes in that many wanted a class 5 internal for a fuel scoop.

Perhaps instead of what you suggest, FD instead has an idea of how things are supposed to work in the game and are still working on making them work correctly?
 
77 pages and counting.

As a Cmdr that does do much combat but is looking at getting into it more, and has only just learnt to use SCB's, can some very kind Cmdr tell me if SCBs are changing from the way i have just learnt to use?

Thank you kindly sirs and sir'ess!

o7

They will generate more heat now. So don't use too many at the same time, or your ship will likely take damage to modules and hull from overheating.

Also, if you want to turn them off and on again, there will be a delay period while they "boot up" before you can start using them.

Otherwise, exactly the same. We'll have more details when the 1.5 beta's out (some time in the next few days)
 
CMDR B is still in a better situation than pre-1.5, where they'd slog it out for 15 minutes before realising the other CMDR has more cells than him and having to hi wake.

Now, whoever's shields go down first has a chance of returning the favour before the enemy gets their second set of banks up

LOL!

And if both CMDRs were simply limited to 3 SCBs uses (assuming they have the ammo) in say an 8 minute period? How would this be anything but more levelled?

And likewise with chaff? You can only fire off chaff every say 25 seconds?


The same approach to both things (SCBs and chaff) address the issues both have...
 
Have anyone see nthe new SCBs changes coming in 1.5/2.0? They are basically not changing anything. A straight nerf with probably the same heat generation for theone variant and the same pwoer but increased heat generation for the second variant.
I expected more, this will not solve the problem of carrying 7 SCBs around in a Conda.
 
His intention is clear. You nitpicking his misuse of "magnitude" could be perceived as of a lack of solid counter argument.

His comments are a counter to the suggestions I have made, not the other way around.

And if he is misusing magnitude, what other words or concepts does he have that are wrong.
At some point, failure to use words properly makes communication impossible, and miscommunication impossible to avoid.

ESPECIALLY when we are discussing math concepts. They have very specific meanings, and I really don't want to have to clarify concepts like "equals" or "multiples", or the worst, that 100% and 100X are not the same thing.
 
As a Cmdr that does NOT do much combat but is looking at getting into it more, and has only just learnt to use SCB's, can some very kind Cmdr tell me if SCBs are changing from the way i have just learnt to use?

If I understand the changes:

- When you power up an SCB (switch it on in the module screen) it takes time to become active.
- When you use a charge you heat up more

If you use 1 SCB in your ship you probably won't notice much change - if you stack them (multiple, all powered off bar one) this may force you to change your tactic / build.

o7
 
Exactly. I would switch over immediately after the fiight is over to be ready again.
Understood, but you use 1 SCB charge, and fly off somewhere... You now switch to your second SCB(s). A while later you use another SCB charge...

Both of your SCBs are now "polluted", and down to 2 charges. You still have four charges, but there's not way to bring more than two to bear...

If you now fight someone fresh from a station, they will out SCB you potentially by 50% just due to bad luck.


If the mechanics instead simply limited your SCB usage to say 3 uses within X minutes... You'd now instead still be on a level footing... And there'd be no need to switch over SCBs just because you'd used one charge?
 
If I understand the changes:

- When you power up an SCB (switch it on in the module screen) it takes time to become active.
- When you use a charge you heat up more

If you use 1 SCB in your ship you probably won't notice much change - if you stack them (multiple, all powered off bar one) this may force you to change your tactic / build.

o7

Seems to me, if you've used a charge from your current SCB(s), you are now at a disadvantage against a CMDR who hasn't, just due to bad luck. You may well have the same overall SCB ammo as them, or even more, but just because your (current) SCB has 1-2 charges, and there's has 3, you will be out SCB'd.

If the mechanics simply instead limited say three SCB uses in X minutes, you'd both be "even". And a fairer fight would commence.
 
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They will generate more heat now. So don't use too many at the same time, or your ship will likely take damage to modules and hull from overheating.

Also, if you want to turn them off and on again, there will be a delay period while they "boot up" before you can start using them.

Otherwise, exactly the same. We'll have more details when the 1.5 beta's out (some time in the next few days)

Thank you Sir!
Rep to you!

- - - Updated - - -

If I understand the changes:

- When you power up an SCB (switch it on in the module screen) it takes time to become active.
- When you use a charge you heat up more

If you use 1 SCB in your ship you probably won't notice much change - if you stack them (multiple, all powered off bar one) this may force you to change your tactic / build.

o7


And you sir!
 
Seems to me, if you've used a charge from your current SCB(s), you are now at a disadvantage against a CMDR who hasn't, just due to bad luck. You may well have the same SCB ammo as them, or even more, but just because your (current) SCB has 1-2 charges, and there's has 3, you will be out SCB'd.

That's just the same as it is currently. You use 2 charges = now they have more charges than you.

Only if you're smart, and swap over to your second bank, you now both have 3, rather than before, when he had 6 and you had 4.

I personally would prefer your proposed solution than the one coming, but I'll reserve judgement on the current changes until I try them out for myself. In the meantime, I'm happy to appreciate the step in the right direction
 
Seems to me, if you've used a charge from your current SCB(s), you are now at a disadvantage against a CMDR who hasn't, just due to bad luck. You may well have the same overall SCB ammo as them, or even more, but just because your (current) SCB has 1-2 charges, and there's has 3, you will be out SCB'd.

If the mechanics simply instead limited say three SCB uses in X minutes, you'd both be "even". And a fairer fight would commence.

...as long as both pilots are using the same class of ship. If a Clipper or FDL has a Viper/Cobra/etc masslocked, however, the smaller ship's pilot is going to want to use as many as is possible as quickly as possible while he escapes. There is basically no hope as soon as he's interdicted with your suggestion.

Also...SCBs aren't just for PvP. They're very valuable tools for people getting to grips with PvE when they graduate to killing larger ships.
 
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...as long as both pilots are using the same class of ship. If a Clipper or FDL has a Viper masslocked, however, the Cobra pilot is going to want to use as many as is possible as quickly as possible while he escapes. There is basically no hope as soon as he's interdicted with your suggestion.

Also...SCBs aren't just for PvP. They're very valuable tools for people getting to grips with PvE when they graduate to killing larger ships.

How is there no hope with my suggestion? You can use three charges just as quickly as you can at the moment with my suggestion? With the new mechanics coming into play in V1.5, you may only be able to use ONE charge (ie: Your current SCB only has 1 charge left, even though you've got another (currently turned off) with 3 in)?
 
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Not a fan of the new changes. With the flat rate of shield regeneration larger and slower ships need SCBs to help mitigate all the extra damage they take.
 
That's just the same as it is currently. You use 2 charges = now they have more charges than you.

Only if you're smart, and swap over to your second bank, you now both have 3, rather than before, when he had 6 and you had 4.

I personally would prefer your proposed solution than the one coming, but I'll reserve judgement on the current changes until I try them out for myself. In the meantime, I'm happy to appreciate the step in the right direction

Nope...?

So you have two SCBs (in effect):-
A 5A with 3 charges turned ON
A 5A with 3 charges turned OFF​

You use say two charges in a fight.... and let's assume do not toggle them over:-
A 5A with 1 charge left turned ON
A 5A with 3 charges turned OFF​

If you are now interdicted by a CMDR, you can only use 1 charge.



With my proposal - assuming the other CMDR as three or more charges (also) available - you'd now both still be able to use three charges in your fight. ie: I'm proposing the game only allow three SCB uses in say 8 mins...

It's simple and keeps things far more fair surely? ie: You're not faced with just 1 SCB charge even though you have 4 left?

- - - Updated - - -

Not a fan of the new changes. With the flat rate of shield regeneration larger and slower ships need SCBs to help mitigate all the extra damage they take.

Going to be interesting to see all the sparks and flames from heat damage! :)
 
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Yeah .. what of it ?

A lot of people complain that the NPCs are too easy ... well not for everyone !

One guy said that SCBs were not crutches, and the other guy replied that an old fart who played the 1984 version needed SCBs. I thought he meant crutches!

NPCs are a little harder, not too hard, but a little harder. The higher ranks patch a punch, using railgun and plasma accelerators. That hurts. On the top of that, they apparently have unlimited ammunition and they will ram you if they have a chance and they're on the losing end! Yeah, more nasty...

EDIT: I think however that Frontier is doing the sensible thing with SCBs in 1.5. They're not limiting them to 1 per ship, which would be a bit radical. How would you handle this on ships that have more than one? You remove them except one? They're basically addressing the main problem: trying to limit the stacking of SCBs, which is the real problem, not the SCBs themselves. I see SCBs as a tool of last resort, when you need extra time to get out of there, not to stretch the fight to no end. When you run out of SCBs, you have to escape anyway, so I see SCB stacks just as a way to unduly prolong fights with the same outcome. Of course, those that have a lot of them stacked will not be happy, and I can understand them since the PvP has been reduced to "who has the most SCBs stacked"...
 
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Nope...?

So you have two SCBs (in effect):-
A 5A with 3 charges turned ON
A 5A with 3 charges turned OFF​

You use say two charges in a fight.... and let's assume do not toggle them over:-
A 5A with 1 charge left turned ON
A 5A with 3 charges turned OFF​

If you are now interdicted by a CMDR, you can only use 1 charge.



With my proposal - assuming the other CMDR as three or more charges (also) available - you'd now both still be able to use three charges in your fight. ie: I'm proposing the game only allow three SCB uses in say 8 mins...

It's simple and keeps things far more fair surely?
Surely this isn't a problem , if you've forgotten to switch on your full scb it seems fair you should suffer a small disadvantage.
 
I had high hopes for this game. I have supported FD with what I consider a lot of money. I eagerly awaited it's release. Every update brings less fun than the last. Let's recap. I might have missed some.

:BEGINGRIND
RARES TRADING ... NERF ... LESS FUN
MISSILES ... NERF ... LESS FUN
PYTHON ... NERF ... LESS FUN
CAPITAL SHIPS ... NERF ... LESS FUN
GALAXY MAP DRAW... NERF ... LESS FUN
POWER PLAY ... [DEAD] ... NO FUN
CQC ... [DEAD] ... NO FUN
INTERDICTION ... NERF ... LESS FUN
SLAVE TRADING ... NERF ... LESS FUN
SMUGGLING MISSIONS ... NERF ... LESS FUN
:SOON
SCB ... NERF ... LESS FUN
:CONTINUEGRIND

Every incremental improvement is overshadowed by the reversal of fun someplace else. I barely play now. I spend more time looking at these boards hoping for a miracle than playing.
Each time a advantage is lamented by the fanbois community and nerf'd, more grind and less fun is the result. People want a reward for the time they spend on an activity and adding more grind is not the answer.
 
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